Imperator Development Diary 31st of December 2018 开发日志31
本帖最后由 cools0812 于 2019-1-1 23:33 编辑https://forum.paradoxplaza.com/forum/index.php?threads/imperator-development-diary-31st-of-december-2018.1142804/本期内容:对之前开发日志内容的许多细节修订
中文翻译转载+补全了缺少的部份
Hello everyone and welcome to another development diary for Imperator. Today you are sadly stuck with me, as Trin Tragula has the day off for New Years Eve. We’re busy working towards the beta milestone, improving interfaces, fixing bugs and teaching the AI new tricks.
欢迎大家来到新一期的开发日志,可悲的是今天只有我发日志,而Trin Tragula在新年前夜已经开始休假,我们忙于提升游戏质量使其达到BETA版,包括改进面板,修正BUG和提升AI
In todays diary we’ll take a look at some interface & mechanics changes that have happened in the last month, before we get back to our regularly scheduled diaries when Trin Tragula will talk about Mercenaries and delve into the Ethiopia and Arabia.
今天的日志将涉及部分面板、机制的改动,不过在上个月就已经进行了,Trin Tragula回来后将涉及游戏机制和埃塞俄比亚及阿拉伯等常规内容的日志
Regional Governors 区域总督
With the evolvement of the game design, the fact of having one governor per province turned to be less fun than expected. The management and interaction with a large amount of governors in a medium-sized empire forced them to become too irrelevant.
随着游戏设计的改进,比以前所设想每个省份拥有一名总督变得毫无乐趣,对中等规模的帝国互动与管理也与他们毫无相关
Now the map is divided into regions, where each region have 7-8 different provinces in them, and each province have 10-12 cities in them.
如今的地图划分成若干区域,每个区域有7-8个省份,每个省有10-12座城市组成
Each region, unless its your home capital region will have a governor assigned to them, while each province have its own possible governor policy.
每个区域,除了是你首都所在区域都会有一名总督被指派,但是每个省份拥有其各自的管理政策
Changing policies no longer impact the loyalty of the governor, as it turned it into a non-choice in most cases, but instead have a oratory power cost that is the same whether its a governor or your rulers directly controlled provinces.
改变政策将不再影响总督忠诚度,因为政策在大多数的时候是不可随意改变的,相反需要演讲点数的花费,无论是总督还是统治者所直辖的省份
Units can now be assigned to cover an entire region by giving control over to the local governor, reducing unrest in the cities, and helping the loyalty of the governor.
通过权力移交给当地总督,命令部队分布在整个区域来降低叛乱,同时恢复总督的忠诚度
https://forum.paradoxplaza.com/forum/index.php?attachments/governors-png.436155/
Not Just a Name 不再只是名字
A lot of the times, you get messages about characters in our games, you go, who was that Naughtius Maximus anyway? So, we’ve decided to rework how we refer to characters in messages and in the UI, by referring to them by their titles, relationships to titleholders, or other statuses. So now, you’ll be able to see that the character attempting to befriend your ruler is the brother of the commander of the 24th Legion, and you can more easily ignore him.在本作中玩家将会经常收到关于角色的信息,然后你可能会想,这位淘气乌斯.马克西姆斯是谁来着?所以我们决定重制游戏信息和界面中提及角色的方式,显示他们的头衔,与持有头衔者的关系或其他地位等信息。现在你将会看到试图与你的统治者拉关系的那个角色是第24军团将领的兄弟,这样你就能更好地无视他了。
Importance of Families家族的重要性
Another thing that became more obvious during playtesting was that just having characters, really did not give them the life they needed to create a living country. We had the concept of characters belonging to families in the game already, but it was merely a name and a prestige value, and nobody paid any attention to which family a character belonged to, so we made the following changes and additions.
测试体现出的另一个明显问题是我们只是做出了角色,却没有让他们拥有自己的生活来模拟一个活生生的国家。原本游戏中角色的家族属性只体现在人名和威望上,玩家根本不会在意,所以我们做了如下改动。
Each country have a list of official families that characters belong to. The amount of official families in a country depends on the size of the country. Not every character in an official family has a direct close blood relation, but they are all considered to belong to the same family. All members of the same family contribute to the family prestige, and reap the benefits and drawback of the reputation of that prestige.
每个国家现在有一个官方家族列表,官方家族数量取决于国家大小。不是每个处在同一官方家族的角色之间都有紧密血缘,但他们都属于同一家族,会贡献家族威望,并受到这一数值带来的受益或拖累。
Characters may be in your country, but belong to a foreign family, and those characters will not marry on their own, or be entirely trusted.
你的国家里可能会有属于外国家族的角色,这些人不会自己婚配,也不会得到完全信任。
There is also a new Family View tab in the characters view, where you can view all families in your country, and their members.
角色界面里现在有个家族试图,可以看到国内所有家族和其成员。
Finally, when conquering and annexing another nation, you now have choices of how to handle the families of that country, even allowing them to become families of your nation on a family by family basis if you so choose.
最后在征服其他国家时,你可以决定如何处理他们的家族,以家族为单位选择他们是否可以成为你的国家的官方家族。
https://forum.paradoxplaza.com/forum/index.php?attachments/families-png.436154/
Diplomatic Action Pending 外交方面
One of the main problems we’ve had in our games is the constant need to check the tooltip of greyed out diplomatic actions, so you can see when you can send a diplomat again.
游戏问题之一就是常常要检测外交行动的是否可执行性的提示信息,当你想再进行一次外交行动时,你能很直观的了解
In Imperator, we now tell you the date, above the list of actions, if there is a diplomat enroute. Also, primarily for multiplayer, you will see which diplomatic offer you have sent, if it has not been replied to yet.
在游戏中所有外交行动中,如果有外交在进行中,现在我们会通知再次可执行外交行动的时间,同样为了联机玩家,你可以查到你所执行的外交行动,如果它没有被回复的话
https://forum.paradoxplaza.com/forum/index.php?attachments/diplomacy-png.436153/
Instant AI Diplomacy AI及时回复Another thing that we discovered during playtesting was how awkward it was with setting up trade-routes with foreign countries compared to internal trade, when you had to wait a day for the AI to reply, while trade internally was instant.
另一个问题:相对于国内商路建立来讲,现有与国外建立商路机制是真的尴尬,因为国内商路无需AI回复
So we changed how AI responds to all diplomatic deals, by no longer having them reply the next day, but instead checking it immediately, so you get instant feedback. This had the side-effect of estimated AI replies being more accurate since the state of the world have not changed between pressing the button and them replying.
所以我们修改了AI如何回复外交行动的办法,无需等到第二天他们的回复,而是立即执行回复,你能立刻获得反馈。这是评估AI回应外交是否准确的副产物
Loyalty Gain on Troops 获得部队拥护
One of the main problems with the original EU:Rome was that a lot of the mechanics were hidden, and you did not really see what was happening. Now we have made it so you can see how likely a general is to gain the loyalty of a cohort each month.
欧陆风云罗马时期的问题:许多机制是隐藏的,你根本不明白他们是如何运行的,现在我们将其列出,你能清晰看到一名将军是如何获得部队的拥护
This is primarily based on the characters Charisma, but traits and laws are also important.
这取决于人物魅力值,但是人物特性和法律也同样重要
https://forum.paradoxplaza.com/forum/index.php?attachments/loyalty-png.436156/
Attrition for Units 单位损耗
One interesting aspect of our units was the problem that when you had enough money and access to certain goods, some types of units where always superior. One of the primary reasons for that was there was no difference between units when it came to how much attrition they would take in an area. So marching 20,000 men with War-Elephants through a low supply area meant they lost the same manpower as 20,000 Light Infantry.
另一个问题:当你有足够多的钱允许进口特定的货物,某些单位将变得非常重要,不过在部队处于某一地区时所受到的损耗是无差别的,所以战象部队所受到的损耗与轻步兵所受到的损耗相同
This have now been changed, so that Light Infantry costs 50% of a normal unit supply, Heavy Infantry & Heavy Cavalry cost about 50% more supply, while War-Elephants costs 500% of normal supply.
现在则不同了,轻步兵只需常规部队50%的补给,重步兵、重骑兵部队则多需要50%补给,战象部队补给是正常部队的5倍
The impact of this is that 10,000 Light Infantry will require a Supply Limit of 5 to not take attrition in a non-desert province, while 10,000 War Elephants require a Supply Limit of 50 to not take attrition, and 10,000 Heavy Infantry would require a Supply Limit of 15.
这就导致10000轻步兵在非沙漠区域其补给上限只需要5点,但是10000战象部队则要50点补给上限才不吃损耗,10000重步兵需要15点
This means that different terrain and areas have needs of different types of armies for efficient warfare.
这意味着不同区域需要配置不同的部队以发挥最大作战效率
https://forum.paradoxplaza.com/forum/index.php?attachments/attrition-png.436152/
Trade 贸易
Most of the times when you have a nice capital surplus bonus of a specific Trade Goods you do not want to lose that bonus. That is why we have added a checkbox at the Trade View, where you can set it to auto-decline all trade proposals where you would lose your capital surplus bonus.
大多时当你拥有客观的特定贸易货物奖励,而你又不想失去该奖励,所以我们在贸易面板中添加了一个按钮,可以自动拒绝所有贸易申请
The National Overview 国家总览
The main information page in Imperator, is what we call the country overview screen. That one has been evolving constantly during development, and will continue to evolve as we work on the game. Since the last time we showed this screen in the middle of November, we’ve now added some nice pie-charts so you can depict the distribution of your population when it comes to type, religion and culture.
在游戏中的主要信息就是国家总览面板,在游戏研发过程中它总在改进,以后也会改进,11月中旬我们就展示过该面板,我们现在添加饼状图用于描述人口分布,也描述类型、宗教和文化
You can now also directly set the governor policies of every province from this sortable list of provinces.
你可以从排列省份列表中直接设置每个省份的管理政策
Since the popularity and corruption of your current ruler is important for your country, it is also displayed prominently at the the national overview.
自从统治者的名望和腐化对国家十分重要,他会在国家总览中十分突出的显示
Your Ruler Popularity reduces your tyranny, and in a republic, increases the senate influence of the rulers party. Monarchies and Tribes get other benefits of a rulers popularity, or lack thereof while corruption of a ruler has a few different drawbacks.
统治者的名望减暴君值,在共和国中增加统治者所在派系的影响力,君主制和部落制的国家获得其他加成
https://forum.paradoxplaza.com/forum/index.php?attachments/national_overview-png.436157/
Improvements to the User Interface UI的改进
First of all, most screens, including the character view have a “back” button, so you can easily get back to the previous one.
首先,对于大多数的窗口,也包含人物总览都有退回按钮,你可以退回到刚才所在的那页
Secondly, we’ve added automatic “shortcut-icons” to tooltips to tell you which button can be used from the keyboard for that action.
再次,我们添加了快捷键,可以在键盘上执行命令
Finally, we’ve added filter and sorting buttons to most screens with long lists of characters, countries or provinces.
最后,人物、国家、省份窗口都添加了滤过和分类按钮
https://forum.paradoxplaza.com/forum/index.php?attachments/ux-png.436158/
We’ve done far more of course, but there’s lots of development diaries left for you until we release the game. Happy New Year everyone!
这人像真漂亮!不过有个问题,我记得古埃及人希腊化时期前一般是不蓄须的,当然希腊化时期不是很清楚,难道有希腊风俗混入? hell--fire 发表于 2019-1-1 11:48
这人像真漂亮!不过有个问题,我记得古埃及人希腊化时期前一般是不蓄须的,当然希腊化时期不是很清楚,难道 ...
托勒密家族不是埃及人 lili 发表于 2019-1-1 13:34
托勒密家族不是埃及人
我知道,可是你看中间那一图show family里面都是蓄须的 感谢楼主分享 楼主辛苦了!!! 隐约看到了galgame化的开发潜力 肇事孤儿孙笑川 发表于 2019-1-7 11:13
隐约看到了galgame化的开发潜力
哈哈哈哈可以的 感谢大佬翻译
页:
[1]